Issue: Unspecified Text Draw Order for actor attached to screen

Text render order is ill-defined, or otherwise ignores layer order when drawn from a behavior thats part of an actor attached to the hud.How to reliably recreate:0. Create a new map1. Create 3 layers.2. Create an actor, lets call it 'inventory'3. Place an instance of 'inventory' manually on the first layer of the map4. Create a sprite as tall as your test screen, make it pure black, and 2 tiles wide.5. Create a new actor 'invBackground', set the newly created sprite as the actors animation6. Create an actor, lets call it 'knife'7. In knife, create an attribute called 'isHovered'8. Add two new events to 'knife'. 'onEnter' and 'onExit' via onClick.9. In 'onEnter' set 'isHovered' to true10. In 'onExit' set 'isHovered' to false11. Attach a draw event to 'knife'12. You may use any font or color you like, this step is irrelevant13. In the draw event of 'knife', add an 'if' with 'isHovered' as the condition14. In the 'if' block, draw any text, but make it long enough that it would be wider than the sprite for the other actor, invBackground15. Manually place a copy of invBackground in the second layer of the map.16. In invBackgrounds creation event, hide the second layer17. Add an 'onClick' event to inventory, and in it, show the second layer18. In inventorys 'onClick' event, spawn an instance of 'knife' at 0, 0 on the third layer20. add 'anchor to screen' in creation code of inventory, invBackground, & knife 21. Run your demo.22. Click on inventory in game23. Hover over the knife instance24. Observe how the overlay text draws beneath invBackground, even though the instance of knife doing the drawing, is on a higher layer. Text should be cut off by the animation of invBackground.

I'm not seeing any issues here in 3.5. Text of anchored actors is drawn above the actors, and the z-order of the anchored actors depends on the order they were anchored in with the later actors appearing above earlier actors.